In this paper, we propose a collaborative multimedia authoring system. Our authoring system represents a multimedia presentation in a 3D coordinate system. One axis represents the traditional timeline information (T-zone), and the other two axes represent spatial coordinates (XY-zone). Our system represents a visual media objects as a 3D parallelepipeds and audio media objects as cylinders. This interface allows for simultaneous authoring and manipulation of both the temporal and the spatial aspects of a presentation. Using our system, users can design multimedia presentations collaboratively in the unified spatio-temporal space while freely traversing the spatial domain and the temporal domain without changing the context of authoring. In addition, we suggest an efficient mechanism of concurrency control for shared objects generated by our collaborative writing system. The mechanism is mainly based on the user awareness, the multiple versions, and the access permission of shared objects. Our concurrency control mechanism is designed to keep data consistency by minimizing the collision due to the delay or the failure of network communication and to allow maximum responsiveness for users using optimistic concurrency control. Also, the mechanism maximize the responsiveness by refining the locking granularity and applying different concurrency control mechanisms to each.
Journal of The Korean Association For Science Education
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v.24
no.5
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pp.805-813
/
2004
Our educational system clearly places much greater value on left hemisphere learning. Students who process information in other ways are at a serious disadvantage and may not be learning efficiently. Since mind mapping emphasizing visual and spatial language, it helps students to use the whole brain and promotes more effective comprehension. The purpose of this research was to determine the effects of the instruction using mind map on the science achievement of students. A pretest-posttest control group design was employed. Subjects were 153 male and female, first grade students in a middle school. A control group of 83 was instructed with a traditional teaching method, and an experimental group of 70 was instructed by using a mind mapping strategy. Two groups were treated for 50 hours during 17 weeks. Tolerance's 'Style Of Learning And Thinking(SOLAT)' was used to assess students' lateralization preferences. A 30-item multiple choice posttest was used to assess students' achievement. To analyze the data, we used an analysis of covariance(ANCOVA) and i-tests. It was found that 21.6% of students was left brain dominant, 31.4%, right brain dominant and 47.1 % was integrated style. There was no gender difference in hemispheric dominance. Significant differences existed between the test scores when they were taught by using a mind map. Mind mapping turned out to be a valuable learning technique for the right brain students, helping them to achieve the same level of subject mastery as left brain students. There was a significant difference between males and females in relation to mind map application. Female scored significantly higher than males.
Journal of the Korean Institute of Intelligent Systems
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v.22
no.2
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pp.141-147
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2012
The purpose of the study is the acquisitions of knowledge related in job searching from local companies and job seekers using data mining techniques. At the first step, for the study, we had selected the local companies their headquarters are located in Jeonbuk province. Then we had picked the graduating students out from the high schools, colleges, and universities in the same area as the job seekers. After the targeting of the sample, we had surveyed 560 local companies and 14 schools for the collecting of the preliminary data. As the result of the survey, we could collect 173 responses from the companies and 551 responses from the job seekers. At the second step using data mining, we had adapted the C5.0 algorithm to extract the inference rules. Then we had used the Visual Basic (VB) programming language to visualize the rules at the third step. At the fourth step, we transformed the inference rules into DB tables. At the final step, we had executed the rule inferences to support the development of the long-term human resources development (HRD) strategies. As the result of the study, we could suggest the helpful information to the HRD directors and job seekers in designing their strategies in managing their jobs and career development.
This study examines the social meaning of the CosPlay, the growth potential of CosPlay culture and its effect on the related industry through the perspectives and language of the youths who enjoy CosPlay, based on the ethnographic research. Also, this study presents a comparative description of Korea and Japan CosPlay culture by the ethnographic methodology whose purpose is to define relationship of cause and effect with phenomenon. For further step, this study plans to emphasize the need to link culture, clothes and related industry in order to create a cultural environment where diversity co-exists. CosPlay is the mania culture of Japan that emulated the Halloween party of the West and that developed the party into a unique form. In Korea, this practice was accepted for the first time among a handful of youths, starting from the 1990s, after which, it was introduced to the masses while holding CosPlay related events. While CosPlay is succeeded as an industry in Japan, CosPlay in Korea is considered childish play due to the Korean culture of considering cartoon as a childish and low class genre which is enjoyed by youths. CosPlay in Korea faces the following changes: aging of the members who comprised the CosPlay culture at the initial stage; population increase, centered on middle and high school students; interest of the government and the businesses that wish to produce economic wealth by organizing CosPlay events into events for youths; and changes in the environment that comprised the surrounding of the CosPlay culture. CosPlay is an honest play that demonstrates one's effort on the stage through performance. Moreover, most of the middle and high school students who comprise the CosPlay culture demonstrate similar characteristics as mania type of people when it came to the reason that they enjoy CosPlay. However, they did not consider CosPlay culture as an important aspect of their lives. Instead, most of them said that they participate to relieve stress. Thus, they have the potential to move onto another form of youth culture that may appear more attractive to them. To them, it is not the CosPlay culture that is important, but the fact that CosPlay provides a forum where they can freely engage in play.
The Transactions of the Korea Information Processing Society
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v.4
no.3
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pp.831-845
/
1997
In this paper,we proposed and developed a compiler and interactive programming enviroments for C++ wich is mostly worth of nitice among the object -oriented languages.To develope the compiler for C++ we took front=end/back-end model using EM virtual machine.In develpoing Front-End,we formailized C++ gram-mar with the context semsitive tokens which must be manipulated by dexical scanner and designed a AST class li-brary which is the hierarchy of AST node class and well defined interface among them,In develpoing Bacik-End,we proposed model for three major components :code oprtimizer,code generator and run-time enviroments.We emphasized the retargatable back-end which can be systrmatically reconfigured to genrate code for a variety of distinct target computers.We also developed terr pattern matching algorithm and implemented target code gen-erator which produce SPARC code.We also proposed the theroy and model for construction interative pro-gramming enviroments. To represent language features we adopt AST as internal reprsentation and propose uncremental analysis algorithm and viseal digrams.We also studied unparsing scheme, visual diagram,graphical user interface to generate interactive environments automatically Results of our resarch will be very useful for developing a complier and programming environments, and also can be used in compilers for parallel and distributed enviroments.
Overexcitaility (OE) as a concept that is related to developmental potential, has been shown to differ by intelligence, gender, involvement in school programs and artistic interest in American populations of students. Overexitability, used to describe the five ways that people might experience developmental potential for emotional growth, are emotional, intellectual, imaginational, sensual, and psychomotor. Little is known about the profiles of groups of gifted learners outside of studies conducted in the United States. In order to better understand the emotional needs of Korean students, the purpose of this study was to determine the overexcitability profiles of students enrolled in four high schools, each with a different domain focus: math and sciences, visual and performing arts, and foreign languages. 341 subjects of this study completed the Overexcitability Questionnaire II. Multivariate Analysis of Variance (MANOVA) was conducted to determine statistical differences. The results showed that Mean scores of psychomotor, sensual and imaginational are highest in the Art High School, intellectual is highest in the Science High School and emotional is highest in the Foreign Language High School. There were significant differences among the schools. Each major also showed significant difference. The results showed that mean score of psychomotor is highest in the Dance major, sensual, imaginational and emotional are highest in the Drama majore and intellectual is highest in the Science major. The results showed that the mean scores of psychomotor, imaginational and intellectual are higher in the male students than female students. On the other hand the mean scores of sensual and emotional are higher in the female students than in the male students.
Considering product as mass of information, it is very critical for designers to have good means of accessing to and organizing information on products. However, designers conventionally depend on their experience, bunch of catalogues, or short visit to some fairs for gathering information on products. There are no systematically organized information for designing new products. If any, those are ones developed by market researchers or engineers who speak fundamentally different language from designers. It is needed to develop the information system through which designer can get insights on the essence of product and communicate information with various persons involved in new product planning. At first, the design information in product planning is discussed and the necessity of development of new design information system is emphasized. Then, product is understood as a composite of various attributes and a set of fundamental attributes of product is defined by surveying and summarizing existing theories of product attributes: namely technological, human, and market attributes. The possibility of new design information system is explored by analyzing various relationships between attributes of different products. Computer program 'DISPP' displays various visual information of product itself, perceptual map, trend slope, profile chart and general information of manufacturer, style, color, price, size. Finally, findings of thesis are concluded and further prospects of the study are proposed.
In recent years, the use of text inserted into TV contents has grown to provide viewers with better visual understanding. In this paper, video text is defined as superimposed text region located of the bottom of video. Video text extraction is the first step for video information retrieval and video indexing. Most of video text detection and extraction methods in the previous work are based on text color, contrast between text and background, edge, character filter, and so on. However, the video text extraction has big problems due to low resolution of video and complex background. To solve these problems, we propose a method to extract text from videos using the Harris corner detector. The proposed algorithm consists of four steps: corer map generation using the Harris corner detector, extraction of text candidates considering density of comers, text region determination using labeling, and post-processing. The proposed algorithm is language independent and can be applied to texts with various colors. Text region update between frames is also exploited to reduce the processing time. Experiments are performed on diverse videos to confirm the efficiency of the proposed method.
The aim of this study is to demonstrate interaction as a describable field and tries to understand interaction from the perspective of attributes, thus building a theoretical to help interactive designer understand this field by common rule, rather than waste huge time and labor cost on iteration. Since the concept of interaction language has been brought out in 2000, there are varies of related academical studies, but all with defect such as proposed theoretical models are built on a non-uniform scale, or the analyzing perspective are mainly based on researcher's personal experience and being too unobjective. The value of this study is the clustered resource of research which mainly based on academical review. It collected 21 papers researched on interaction paradigm or interaction attributes published since 2000, extracting 19 interaction attribute models which contains 174 interaction attributes. Furthermore, these 174 attributes were re-clustered based on a more unified standard scale, and the two theoretical models summarized from it are respectively focuses on interaction control and interaction experience, both of which covered 6 independent attributes. The propose of this theoretical models and the analyzation of the cluster static will contribute on further revealing of the importance of interaction attribute, or the attention interaction attribute has been paid on. Also, in this regard, the interactive designer could reasonably allocate their energy during design process, and the future potential on various direction of interaction design could be discussed.
Objectives : The aim of this study is to investigate correlation between degree of white matter hyperintensities (WMH) and neurocognitive function along with behavioral and psychological symptoms of dementia (BPSD) in Korean patients with Alzheimer's disease (AD) and mild cognitive impairment (MCI). Methods : Participants were 115 elderly subjects diagnosed with Alzheimer's disease or mild cognitive impairment in this retrospective study. WMH in brain MRI were rated with standardized visual rating scales (Fazekas scales) and the subjects were divided into two groups according to Fazekas scale. Cognitive function was evaluated with Korean version of the consortium to establish a registry for Alzheimer's Disease (CERAD-K), and BPSD was evaluated with Korean neuropsychiatric inventory (K-NPI). Independent t-test was performed to analyze the relationship between the degree of WMH and neurocognitive functions & BPSD. Results : Especially, the group with high severity of WMH showed significantly lower language fluency (p<0.05). In addition, the group with high severity of WMH showed significantly higher score in K-NPI. Conclusions : There was a significant association between WMH and neurocognitive test related with executive function. Moreover, WMH seems to affect BPSD severity. Evaluation of WMH would provide useful information in clinical settings.
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